Whispers of the vampires blade pdf download
Adventures Sourcebooks Eberron 3. Dragon Dungeon. Discussion Forum Blog posts New pages Browse categories. Explore Wikis Community Central. Register Don't have an account? Still interested? When he shows the PCs the picture of Lucan, show the players the illustration on this page. Yesterday, a high-security vault we maintain here in Sharn was compromised, and a powerful magic sword was stolen.
Shortly before dawn this morning, Lucan was spotted leaving Sharn by the east road. We want you to catch him and bring him and the sword back. The price is nonnegotiable. Lucan is a male human, well trained in both combat and espionage. Here are traveling papers that identify you as working for the King of Breland.
Our mages say it radiates evil, so be careful with it. It was designed to give Karrnathi warlords great advantage while also ensuring their loyalty to king and crown through necromantic and arcane means. This particular sword was captured when a Karrnathi warlord fell to Brelish forces. Dedicated Power: Confusion ft. When the soul blade achieved dominance over Lucan, it directed him to return to Karrnath, setting the events of this adventure into motion. Why us? We have no way of knowing whether Lucan has allies within the Citadel.
Otherwise the same thing could happen again. Of course, dead is better than in enemy hands. He was able to command an otherwise loyal agent into opening the vault. He shrugged off attacks that should have brought down a normal man. He walked down the side of a tower just as you or I would walk across this room. Could be the sword, but he displayed some of these powers before he got his hands on it. We acquired it from a Karrnathi warlord shortly before the Last War ended, but we never got a chance to study it properly.
Anything else would just be a guess at this point. Not only have we lost that expertise, but one of those spy networks may have turned Lucan against us. As for enemies, you can start with anyone from the intelligence community. Other nations, criminal groups, the dragonmarked houses—almost every power group has some sort of intelligence network it relies on, and Lucan has interfered with them all.
There are a lot of people who want him dead or working on their side. I also wanted to see if you could handle yourselves. Any questions before you leave? On the magebred horses, the PCs can cover 50 miles per day of travel. Lucan has about an eight-hour lead on the PCs one day of normal travel , and he pushes so that his coach covers about 80 miles per day.
That means, if all goes well, it takes Lucan ten days to reach Trolanport. It takes the PCs sixteen days to make the trip if they travel at a normal pace of eight hours per day. If they decide to push their mounts, they will have to replace them after four consecutive days of accelerated travel. If an encounter is indicated, refer to the table below. His sister, Grilsha, travels with him. Lucan pushes his team of horses, making them travel sixteen hours per day. Every four days, he purchases replacement mounts and sells his fatigued horses.
The PCs can discover this by making DC 10 Gather Information checks when they pull into towns along the way and take the time to ask around. This encounter takes place at dusk, just before full darkness overtakes the land. Other features of this encounter are described below. Light: Dusk at start shadowy illumination ; night falls 3 rounds into the encounter. Sound: None.
Reaction: When Grilsha spots the PCs, she tries to outrun them. A shadowy figure controls the reins, but you notice long flowing red hair trailing from the figure as the black coach speeds along the road. The coach is 1, feet ahead of them when the encounter begins.
Unless the PCs do something unusual, Grilsha spots them—if she looks behind her. The coach moves at 50 feet per round before Grilsha notices the PCs, and feet per round once she notices them and directs the horses to run. If the PCs direct their magebred horses to run, they can cover feet per round. Because this encounter starts with a linear chase on a straight section of road, you might try relative mapping rather than standard mapping.
Put the coach near one edge of the map, and move the PCs toward it each round based on how much ground they make up. Switch to standard mapping when the coach stops. The Situation: Lucan appealed to his sister for help, and she agreed. She has promised to help him elude pursuit and reach Karrnath with the soul blade.
The city also has streets made of stone and a variety of bridges connecting them, but the easiest way to get around is by using the small boats that travel up and down the canals.
Other features of Trolanport are described below. Light: Overcast daylight bright illumination. Gnome guards are 1stlevel warriors Monster Manual, page While the PCs move around the city tracking down leads, sahuagin muggers silently track them through the waterways and eventually confront them.
Lucan: hp 42; see Appendix. In the likely event that the PCs gain on her, she starts attacking their horses. She also kicks the coach wall as hard as she can until Lucan wakes up.
Next, he opens the shutter on the back of the coach treat as an arrow slit and uses his children of the night ability to call wolves from the forest off the side of the road.
The PCs have more journeying—and thus more chances for random encounters—to accomplish before they reach the capital of Zilargo, however. What the PCs learn depends on the result of the successful Gather Information check.
Read or paraphrase from the information below as appropriate. Should be lots of music and dancing—and whatever else diplomats do after the sun sets and the moons rise. Other than an impeccably maintained courtyard beyond a tall wrought iron fence, very little of it is visible from the canal-street. An overwhelming number of guards are stationed on Embassy Row. The sahuagin normally live farther out in the ocean, but a small band has braved Trolanport in search of food and plunder.
Sahuagin 2 : hp 11, 13; Monster Manual page If reduced to below 5 hit points, a sahuagin tries to dive into the water and escape into the murky depths. A total of eight sahuagin are in the band, which hides in an underground cave near the port canals.
It seems that the diplomat is hosting a high society function at the embassy tonight—a masquerade ball designed to entertain and to provide an environment where various covert transactions can occur. One such transaction involves Lucan and the ambassador.
She plans to provide Lucan with traveling papers and letters of passage that will get him safely and discreetly to Karrnath. This encounter consists of the PCs trying to gain entry to the Aundairian embassy. Light: Everbright lanterns provide bright illumination to the grounds around the embassy and the area around the doors. Sound: Murmuring of crowd noise and music from the party inside the embassy automatic. Reaction: To actual combat or an attempt to rush inside the embassy, 1d4 embassy guards arrive to make arrests in 3 rounds automatic.
See statistics for embassy guards below. Beyond the doors, you hear the sound of music and laughter. Two gnomes in full plate with hooked hammers at their sides stand on either side of the doors.
A box full of white paper sits next to their feet. See below for more information about the rules of the occasion. Possessions: Full plate armor, masterwork gnome hooked hammer, heavy crossbow with 10 bolts.
For a guest to get past the door, he or she must meet three conditions. Each guest must have an invitation. The guards collect invitations from each guest upon entry, and then drop them into the box at their feet. The PCs can get an invitation by sneaking one out of the box, either with a mage hand spell or with a DC 20 Sleight of Hand check.
Guests must surrender weapons and any obviously dangerous magic. The guards also look askance at obvious magic items such as glowing staffs, brightly shining helmets, and so forth. They ask what the item does, and then warn the PCs that casting spells inside the ballroom is against the law. Light: Dancing light spells drift across the room, providing an equal chance each round for bright or shadowy illumination. Sound: Murmuring of the crowd and music from an elf quartet on the stage automatic; imposes —5 penalty on Listen checks to hear other sounds because of the volume.
Reaction: To drawn weapons or actual combat—1d4 embassy guards arrive in 3 rounds automatic. See statistics for embassy guards on page In addition to being a diplomat for her nation, she also serves as an agent for the Royal Eyes of Aundair, the intelligence-gathering arm of the crown of Aundair.
Neya serves two masters tonight. Her loyalty to Aundair, however, demands that she capture Lucan and turn him over to her superiors in the Royal Eyes. If Lucan escapes the trap, he is free to leave Zilargo and continue his journey.
A quartet of elf musicians plays in the far corner of the ballroom. These elves are excellent entertainers who also happen to work for the House Thuranni Shadow Network of spies and information brokers.
Unless the PCs purchased costumes, they take a —2 penalty on Charisma-based checks because the guests and servants regard them with suspicion for being improperly dressed for the occasion. Thus, the PCs have some time to mill around and get a sense of the room before anything else happens.
Use the Aundairian Ballroom map, printed on the inside of the cover, when running this encounter. If the PC fails, the guards notice the weapon and bar the character from entry.
The PCs can also use spells such as invisibility or shrink item to get a weapon into the ballroom. Guests must be properly attired. Another part of the dress code is that shields, medium armor, and heavy armor are forbidden.
The guards happily check armor and shields in the guardhouse, and PCs can pick such items up after the ball ends. Glamered armor likewise fools the guards completely. Experience: Award the characters full experience for getting past the gnome guards and into the party, regardless of the method they used to accomplish it.
About forty other people sit at round tables or stand around the edge of the dance floor, conversing in quiet tones while servants bring them drinks and small tidbits of food. Everyone also wears a mask, many decorated with feathers, fur, sequins, or costume jewelry. Many of the women have on long, diaphanous gowns, while the men wear form-fitting breeches and vests that glitter with golden thread and the sparkle of tiny gems.
It appears that about a third of the guests are gnomes. Languages: Common, Gnome. Development: Unless the PCs do something to intervene, the events in this encounter occur in a certain order, each one happening a number of minutes after the PCs enter the ballroom. Neya gives Lucan the password he needs to board the airship, as well as a small pouch containing traveling papers and a letter of credit. Meena arrives at the affair with her agents. Meena is a legitimate guest; her agents are disguised as servants.
He accepts. Two charm person spells or a sleep spell do the trick, as will invisibility if the PCs wait for the gnomes to open the doors for another guest. Rather than using the above information literally, gauge the interest level of your players as the masquerade ball unfolds.
Adjust the times in the above sequence of events to give them as much time as they need. Until then, the PCs can interact with the party as they please. They may engage in some or all of the following activities.
Ask Guests about Neya or Lucan Search for Neya or Lucan The combination of poor lighting, outrageous costumes, and masks make this task much trickier than it would otherwise be. It takes a DC 25 Spot check to recognize Neya from a verbal description, and a DC 35 Spot check to recognize Lucan who is wearing a second disguise under his mask or to locate his sister Grilsha.
Lucan calls forth the soul blade from his glove of storing. View Corrections Link Image. Product Code: Publisher: Devir. Soft Cover. Product Code: DD Publisher: Twenty Five Edition. No items found. No images found. No videos found. No threads found. No posts found. Title Hot Recent. Sort: Pg. Relationship: Periodical Articles Podcast Episodes.
No lists found. It 1 9 s itsgreataxe arldstep towardyou. T h e frayed tapestries hanging i n the room once acted as screens to give worshipers privacy. A sarcophagus to rest in. Between the statuebfiet is a throne- able.
Lucan sits upon the throne, storingatyou out, just tell the PGs that it would tnh one character two through half-lidded g e s. A series of low stone sarcophagi stands houra ta check all the sm-cophugi for loot. The making him a terrible opponent indeed. Lucan: hp 42; see Appendix. Lucan has temporarily seized The stairs ascend to the Chamber of Circles. I n this control of the soul blade, but he would rather not wield it, room, the PCs must deal with a swarm of centipedes keeping i t sheathed and using his slam attack instead.
The soul blade can still act, however, and starts using its Other features of the chamber are described below. Lightt None. I n this encounter, Luwn's preferred means of Sound: The PCs can hear faint scurrying from the escape is the secret door behind the statue.
It leads to centipedes i n the wall on a DC 20 Listen check. He can hide i n Reaction: None. When the PC? Allfour mallsfeature completely inert and won't pose problems on the return frescoes depictislg a s t a r 9 night ourr forbiddingb mountainous trip. Finally, Whispers of the Vampire'sBlade plants some seeds for future adventures. How will Calderus react to the capture or destruction of Lucan?
Are there unexplored parts of the ziggurat beyond the collapsed hallway? What about the plot involving the schemas? It's ;your mmpaign-do with these seeds what you will. His fascination with vampires led him to take that form when he encountered them i n Shadow of the Last War. This time, he pretends to be the half-elf privateer Rarwog, though he might appear i n different guises as you aee fit. Combat Casting. Domains: Death death touch once per phantom steed, scroll of scying, pearl earrings worth gp, day, damage 5d6 , Necromancer cast necromancy apells at identification papers, gp.
Despite the soul blade that's controlling him, Lucan is a cagey Separate r a d Dpain: If Lucan can lure a spellcaster-- foe. Even lf bc ha8 the PCs onrhe roper. Usually i t drops a confuston effect H e might use his gaseous form ability, then slither ft. Lucan could t u r n into a dire bat fly can see within feet the limit of its sight.
It can also use speed40 feet or dire wolf speed 50 feet to r u n away. Lucan when there's a character with 3 hit points or lesswithin O r he could simply rely on his boots olstridingandsprii g, his 30 feet. The soul blade can also cast cure rnodemte aounds, but it Mobility feat, and his high Tumble and Jump modifiers to won't do so i n combat because cure spells damage undead. She has a trick adventure. You want to make him a n NPC the players love that helps Lucan with his new vampiric nature: If Lucan 1s to hate-they shouid get progressively more frustrated and caught in direct sunlight, Grilsha uses her zuandofdorknessto angry with Lucan with each subsequent encounter.
Lucan keep him frorndhlnttgraling under the sun's rays. Lucan doesn't and the soul bladesafe. He Rating, fast healin8 and damage reduction help offset this will neither give nor expect quarter from the PCs. PCs wdl defeat him. Lucan has such a wide array of abilities that you shouldn't T h e retreat can be a temporary one, because fast heal- try to use them all i n the first encounter.
Lucan is a more ing 5 brings Lucan back to full strength i n less t h a n a interesting villain if he uses a different set of tactics each minute. Lucan can also use energy drain and blood drain time. Read the vampire description i n the MonsterManualand to g e t temporary hit points, either from the PCs, from study Lucan's statistics block.
Here are some particularly effective Lucan's vampiric nature gives him additional weaknesses. Lucan can't attack a PC wielding a mirror or a holy symbol. He always seannglght do extra damage. Like all undead, Lucan isvulner- able to positive energy and turning attempts from PC clerics.
Finally, the soul blade itself is something of a weakness. I::, 1. Attack: Using this feat means L u e c a l p move, The slam attack is probably more effective despite ita lower '! Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Whispers of The Vampire's Blade. Did you find this document useful?
Is this content inappropriate? Report this Document. Flag for inappropriate content. Download now. Related titles. Carousel Previous Carousel Next. Jump to Page. Search inside document. In an event-based adventure, you have the freedom to adjust encounters to satisfy the style of the players i n your 1 - - game. He sysina whieery voice, "lam Viorr Maelat Wekotfe.
I' "One of w r best agents, Lucan Stellos, disappeared two d y s ago. Let'sjuttjretcnd that we hagfed, The soul blade is one of thirteen similar magic weap- ii b. He then T h e Situation: This complex battle involves lots orders the PCs to get into the small skiff he has moored of NPCs, but you don't need to worry about most of I to the prow of his airship. T h e walls of the cargo carts and many of the 'onb - " cargo containers have the same protection.
You can even allow each leg of the trip; Lucan feeds o n a small amount o f the PCs to take care of business i n either Starilaskur -- the driver's blood during each of these visits: T'kecoachk crewwon't allow the PCs to barpinto'pri- vatii'cabirrs, and House Orien doesn't answer to Breland's o r Vathirond during the brief s h p s i n those cities.
I roved grab and constrict abilities against whichever Important R u b : Energy Drain and Negative Levels, is most convenient. Related Interests Espionage.
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